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Returning 35 results for 'before building directly construct realms'.
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before buildings direct construct realms
before binding direct construct realms
before building direct construct realms
Monsters
Planescape: Adventures in the Multiverse
. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Planescape: Adventures in the Multiverse
from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Planescape: Adventures in the Multiverse
rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
Monsters
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Species
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
once every hundred years, when they choose targets for a deadly hunting spree.
3
Two ancient deep dragon;ancient deep dragons fight over territory. Unwilling to move against each other directly
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Lyre of Building Wondrous item, rare (requires attunement by a bard) While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure
as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wild Magic The Forgotten Realms has a long history of magical disasters and uncontrolled surges of power that alter creatures or the land itself. Whether caused by a Netherese wizard trying to become
sorcerers. This legacy often lies dormant for generations, then suddenly manifests under the right (or wrong) circumstances. These wild mages are more common recently in lands directly affected by the Spellplague, including Halruaa, Mulhorand, and pockets of Cormyr and the Sword Coast.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 1: Feywild Overview Domains of Delight are to the Feywild what Domains of Dread are to the Shadowfell: sequestered realms governed by powerful beings. Whereas a Domain of Dread is ruled by a
accessory helps you create Domains of Delight and the archfey who rule them, building on the information about the Feywild that appears in the Dungeon Master’s Guide. The ideas, tips, and tables in this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Metallic Warbler Metallic warblers resemble songbirds and serve as clandestine agents of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them
summon their dragon creators in case of dire need. Metallic Warbler
Tiny Construct, Typically Neutral Good
Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 40 ft., fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Khorvaire, the Flotket Alps of Wildemount, or some other mountain range while preserving the plot elements. You can also strip out the story about an evil duergar building a dragon construct and have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Attack on Triboar Thousands of years ago, giants and dragons fought a great battle here, during which the giants unleashed an enormous dragon-slaying construct called the Vonindod. Part of the
construct broke off and was embedded in the ground. Over time, this fragment became buried deep in the earth. Today, it lies under a campground in the heart of town (area T2). Fire giants loyal to Duke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark.)
Animated Ballistae. Parked in front of the door to area 22a are two animated ballistae.
Each animated ballista is a Large wood-and-iron construct with AC 15, 50 hit points, a walking speed
magic bolt of fire (+6 to hit) at a target it can perceive, dealing 16 (3d10) fire damage on a hit, but it can’t attack any creature directly above it. Treat each ballista as a monster with a challenge
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an active spell of 5th level or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
A World of Giants Your first decision in building a campaign world around the significant place of giants is whether the giants are flourishing in the present or inhabiting the ruins of their past
the Forgotten Realms or Eberron, where empires of giants thrived thousands of years ago. Or it could be a world of your own creation, perhaps one where giants have maintained an unbroken line of rule
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
The Yawning Portal The Yawning Portal is a famous inn and tavern located in the Castle Ward of Waterdeep. Adventurers can meet all sorts of colorful characters here. The place is a stone building
proprietor, charges standard prices for food, drink, and lodging (see chapter 5 of the Player’s Handbook for costs). The Yawning Portal attracts adventurers from every corner of the Forgotten Realms and the D&D multiverse. Not sure who a numbered character is? Go to Appendix C for the answer key.






